KZ RULES v3 PDF

March 31, 2018 | Author: koneser | Category: Armed Conflict, Leisure, Unrest
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RULEBOOK

V3.0

DISCLAIMER: This is a not-for-profit rules supplement for Warhammer 40,000 by Games Workshop plc. None of the authors, distributors, contributors, editors, or commentators have participated in this project for money; they have done so purely for the love of the game. This ruleset demands that its users own and refer to the Warhammer 40,000 rulebook and relevant codices in the use of these rules. All content within these pages is user-created and is derived, without permission, from Warhammer 40,000 intellectual property owned by Games Workshop Ltd. This ruleset is completely unofficial and is in no way endorsed by Games Workshop Ltd. Astartes, Battlefleet Gothic, Black Flamer, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, the Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, the Citadel device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the DoubleHeaded/Imperial Eagle device, ‘Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Daemon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, the Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol and devices, Slaanesh, Space Hulk, Space Marine, Space Maine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kins, Trio of Warriors, the Twin Tailed Comet logo, Tyranid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, the Warhammer device, the Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations, and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 Universe are either ®, TM and/or Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission.

No challenge to the status Games Workshop’s intellectual property is intended, and All Rights Reserved to the respective owners.

This is NOT a Games Workshop Product

SPECIAL OPERATIONS: KILLZONE - CONTENTS Contents: Introduction 2. Rules Additions and Changes for Killzone General Game Changes Area Terrain Army of Heroes No Deep Striking Pinning Natural

10. Deployment

3.The Turn Movement Phase Moving in Terrain Running Overwatch Turn Zero Shooting Phase Killzone Grenades

12. Ending the Game Victory Conditions

4.

Assault Phase Who Can Fight Assault Moves Through Cover Reactive Assault Consolidation

5. Building a List Team Structure Team Leader Standard Restrictions Weapon Restrictions Unique Models 3 Wound Limit Toughness Cap Vehicles 6. Themes Armored Might Death From Above Swift as the Wind Behemoths 7. Optional Upgrades Skill Upgrades 8.

Wargear Upgrades Special Issue Limited Issue Standard Issue

9. Playing a Killzone Mission The Basics Pick a Game Size The Table Markers Night Fight

11. Missions Primary Secondary Callous Disregard Desperate Gamble

13. Primary Missions 14. Secondary Missions 15. Tertiary Missions 16. Fate 17. Cards 18. Alternatively Alternate Phases Priority Up and at them Overwatch Defensive Fire

SPECIAL OPERATIONS: KILLZONE - RULES In the grim darkness of the far future, there is only war –and that war has many faces: epic battalions wage endless conflict throughout entire star systems; mighty Titans stride the continents of virusravaged worlds; grand heroes set themselves on a stage no smaller than the galaxy itself. But there are times when the Universe turns on a much smaller stage. The blade in the dark… the forlorn last stand of a motivated, desperate few… the efficient, brutal business behind the closed doors of a darkened Strategium… the hushed footfalls of a stealth team as stifled, fleeting protests mark the only trace of its presence… To be a man in such times is to be one amongst uncounted billions, but there are moments when the quiet actions of just one man can recalibrate the entire merciless Universe. This is the story of those deeds.

Special Operations: Killzone is a set of fan-designed rules created with the intent of enabling players to run skirmish games within the Warhammer 40,000 Universe. Killzone is intended as a supplemental way to play the game, and was inspired by the suggestive Kill Teams game mechanism offered in the third and forth edition of Warhammer 40,000, and in the most recent Battle Missions supplement. Killzone hopes to explore and to refine those suggestions and make them more generally playable. In order to use these rules appropriately, you must own and refer to your copy of the Warhammer 40,00 rulebook as well as the relevant Codices. Please keep in mind that Special Operations: Killzone is a modest, fan-generated rule system and varies substantially from the manner in which Warhammer 40,000 was both intended and designed. The Killzone dynamic aspires to create colorfully narrative games that have an evocative cinematic feel –no more, no less. This is not a place for power-gamers. This is an attempt to build upon a fluffy, fun alternative game in which players will choose an elite team and undertake vital actions set against the stage of wider conflict. We hope that you will embrace this disposition and enjoy the dynamic with equal measures of enthusiasm and frivolity.

Rules Additions and Changes for Killzone Games General Game Changes

Area of Effect: There are many items in 40k that are carried by one model and that affect the whole unit to which they are attached. These items do not work properly in Killzone without some tweaking. These items will have an Area of Effect (AoE) in games of Killzone. Any friendly model within 6 inches of a model carrying one of these items gains the benefits from the item. Unless otherwise specified, any AoE extends 6 inches from the relevant model.

Area Terrain: Any forest or jungle area terrain will block LOS to a target if there are four or more inches of area terrain between the target and the shooting model. Army of Heroes: Each model in Killzone acts on its own. The models are, for all intents and purposes, a unit of one; however, no single model may exceed 80 points (including upgrades). Note: All models in Killzone count as scoring units and may claim objectives.

Pinning: If a model takes a wound from a weapon that causes a pinning test, then all models within 6 inches must make a pinning test.

No Deepstriking: No model may teleport or deepstrike in Killzone, unless the scenario specifically allows it.

Natural: a roll of 1 always misses, and a roll of 6 always hits.

2

SPECIAL OPERATIONS: KILLZONE - RULES The Turn Sequence: The turn sequence works as in standard 40K, with one player fulfilling an entire player turn (Movement, Shooting, Assault, etc), followed by the opposing player doing the same.

Movement Phase

Shooting Phase

Moving in Terrain: Disregard the 5th edition rules for moving through difficult terrain and replace them with the following: any model that wishes to move in difficult terrain moves at a reduced rate of 4 inches.

Killzone: Any time a weapon fires more than one shot, the shooting player picks a primary target and may choose to have the hits allocated to other enemy models within its Killzone. All models within 3 inches of the primary target model are in the Killzone and are eligible secondary targets. The shooting player must announce if he is going to implement a Killzone before any dice are rolled.

Models with the USR Move Through Cover ignore terrain movement penalties.

The first hit is always against the primary target, any subsequent hits are allocated one per model by the owning player to the secondary targets within the Killzone. The owning player must allocate at least one hit to each available target before doubling.

Running: Disregard the 5th edition rules for running and replace them with the following: any model may choose to make a run move in its movement phase; the model adds 4 inches to its movement rate for any run move. As usual, a model that runs may neither shoot nor assault unless it has the Fleet USR. Jump Infantry may run 4 inches after using their special jump move.

“Don’t be absurd, Sergeant Pennfold. Those Chaos maggots couldn’t hit the fat side of a Squiggoth from this dista--”

Overwatch: Any model that is armed with a weapon other than a Pistol may choose to go into Overwatch in its movement phase, which will be the only action the model may perform in its turn. You should mark the model not only to remind you that it is in Overwatch, but also to delineate clearly its 180 degree fire arc.

-last recorded words of Colonel Emillion Grist 451st Nunzian Continentals

A model in Overwatch may make a normal shooting attack in the enemy’s turn at any point if and when an enemy appears within its 180 degree fire arc. If shooting at a target further than 12 inches, the model suffers a -1 modifier to its BS. Any shots over 24 inches suffer a -2 modifier to its BS. Models armed with Sniper weapons ignore BS modifiers.

Grenades: Any model armed with grenades may throw one as a shooting attack with a range in inches that is double its strength statistic. Grenades all count as Assault 1 weapons. As blast weapons, grenades will scatter; however, to determine scatter simply roll the directional die and flip the template over its own edge in the appropriate direction (as with barrage weapons).

The controlling player may choose whether or not to fire at any available target, and thus might ignore the first target in hopes of finding a better option later in that turn.

Defensive grenades are S3 AP- and use the small blast template. All models hit by a defensive grenade must take a Pinning test.

Once the model has shot from Overwatch, remove its marker; it may make no further shooting attacks until its following turn.

Assault grenades are S4 AP- and use the small blast template. Anti-armor grenades are S6 AP3 and have no blast; they do not scatter if they miss.

Turn Zero: in any mission, the player going second may begin the game with 0-3 models in Overwatch. This non-turn is nullified during that player’s first player turn. This is designed to prevent turn one imbalance. Your operatives are professionals: cautious and prepared.

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SPECIAL OPERATIONS: KILLZONE - RULES Assault Phase

As usual, a model must charge the same target that it shot in the previous phase; however, if (and only if) the shooter destroys its target in the shooting phase, that model may assault another available enemy instead.

Who Can Fight: Models must be in base contact to fight in an assault; ignore the standard 2 inch rule. Assault Moves Through Cover: Infantry models move 4 inches and Beast/Cavalry move 8 inches. Reactive Assault: When a model is assaulted, after all assault moves are completed, any friendly models within 4 inches of an assaulting enemy model may choose to counter assault in aid of their comrade. To do so, each model must pass a Leadership test. Any and all successful models may then move 4 inches into base contact with an assaulting enemy model; they do not gain the +1 attack for assaulting unless they have the Counter Attack USR.

++Inquisitiorial Priority Lambda - approved ++Vox Array 58 55954 554545 01 Deep Space ++Begin Intercept Transcription... [static] ...ear me? [pause static] ...poral Skives, 38 Placis Mechanized. I don’t have much... [loud banging - static] ...sgone. Placis is gone! Does anyone copy? The Tyranids are here. If you can hear this, you need to get out. Get everyone out of the system. We didn’t stand a chance. The 38th held; we kept them out of the Spaceport for the civvies, but the ‘Nids nailed the evac before it left atmo. We had to get the word out. I’ve only got three teams left, and we’re working the last standing relay. All the ast-astropaths are dead, ripped their faces out or something. We are negative evac. [sound of explosion in distance, static] ...doing what we can to hurt them... ...

This move is unaffected by difficult terrain but does not ignore dangerous terrain checks if applicable. In the event that a model is in range of more than one assault, the model can choose to react to any one combat it wishes, but you must declare which models will try to react to which assaults before you make any of the Leadership checks. Any models that are operating in a special fire mode (like overwatch) may not reactive assault; they are too busy shooting to notice. Consolidation: Do not roll for consolidation distances; consolidating models may move up to 4 inches, which is not modified by terrain.

++End Intercept Transcription ++

4

SPECIAL OPERATIONS: KILLZONE - TEAMS Building a List Both players build a Special Operations Group using the codex for his/her army of choice. A Special Operation Group generally contains one or two teams of 250 points each. Naturally, we leave the decision regarding the number of teams up the players on the day. Team Structure: Each team has a 250 points limit and can contain anywhere between 5 to 20 models in total.

Standard Restrictions: a team may select a limited number of models with the following attributes: 0-2 2+ armor save 0-2 3 wounds 0-2 3+ invulnerable saves 0-2 Jump Infantry 0-2 Bike/Jetbike, and/or Cavalry/Beasts designation.

No model may exceed 80 points (including upgrades). Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. A little basic mathematical skill might be required to figure out some individual points costs. Please see the Codex: Operatives amendment for the specifics of your Codex.

These characteristics stack, so a TH/SS Terminator fills both a 2+ and a 3+Inv slot. Weapon Restrictions: Killzone teams identify four basic type of non-standard and limited weapons. In any mission, a team may field the following number of non-standard weaponry: 0-3 Template - designated Template 0-3 Incisive - with AP2 or lower 0-3 Suppressive - with 3 or more shots 0-3 Heavy weapons - designated Heavy.

For example, the cost of a tactical marine sergeant can be determined by subtracting the cost of the 4 standard marines (16 points each x 4 = 64) from the squad’s base cost (90). So the cost for the Marine Sergeant is 26 points (90 – 64 = 26).

These characteristics stack, so a Lascannon fills both an Incisive and a Heavy slot. Likewise, models with variable weapons and weapon types count 1 for each available or potential characteristic (thus a Chaos Obliterator tallies 1 Template, 1 Incisive, and 1 Heavy regardless).

You may only take one squad leader upgrade for each unit choice taken and only after you take one member from the squad entry. You may not take a second squad leader choice for any particular unit type. So, for example, if you take one tactical and one assault marine, you could then select an assault sergeant and a tactical sergeant; once these are chosen, you may not enlist another tactical or assault sergeant for your team.

Unique Models: Models listed as Unique in their unit composition may not be used.

Team Leader: Pick one model from your team to be the team leader, preferably the model with the highest Ld value. The team leader may not be equipped with a Heavy weapon. All models within 6 inches may test on his Ld. This model gains +1 Wound if he only has one in his base statistic; if the model has more than one Wound already, he gains +1 Attack instead.

Toughness: No model may have a base Toughness statistic greater than 5.

Wound Limit: No model may have more than 3 wounds in Killzone.

Vehicles: No vehicles are allowed with the exception of a single Walker per team, and only if it has an armor rating of 33 or less. Armor rating is determined by adding the 3 armor values (FA/SA/ RA) for your vehicle together.

Note: a Walker cannot be a team leader, as it will have neither Ld nor W value.

5

SPECIAL OPERATIONS: KILLZONE - TEAMS Themes In rare circumstances, one of the proceeding restrictions can be lifted by dedicating your team entirely to a ‘theme’ listed below. We consider that any such team has extended the nature of its specialty and has been called in for an extraordinarily particular mission. And so on. By committing to a theme, a team will ignore one specific restriction for the standard Special Operations Group organization restrictions; however in order to do so, the entire team must adhere to that theme. For example, if you would like more than 2 jump infantry in the composition of a team, then all models in that team must be jump infantry. A team may only ever select one theme, and all the other restrictions still apply to the organization of that team. Please remember that while all models must participate in the chosen theme, these exceptions only negate a single standard restriction outside the normal Killzone organization parameters. All other restrictions still apply. For example: each model in an “Armored Might” team must have the themed 2+ armor save; however, the theme does not also exempt the standard restriction on 3+ invulnerable saves. Therefore an Armored Might team composed entirely of Terminators may still only contain two models that have been armed with a Storm Shield.

Armored Might: This theme allows you to ignore the standard restriction and to field additional models with 2+ Armor saves in your Special Operations Group.

Death From Above: This theme allows you to ignore the standard restriction and to field additional Jump Infantry models in your Special Operations Group.

Behemoths: This theme allows you to field a Special Operations team composed entirely of models with 3 wounds. ouch.

Swift As The Wind: This theme allows you to field additional models that are Bikes, Jetbikes, or Cavalry/Beasts in your Special Operations Group (you must pick which exactly). Furthermore, any Bike or Jetbike model may add the Skilled Rider USR for an additional 5 points per model.

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SPECIAL OPERATIONS: KILLZONE - UPGRADES Optional Upgrades Because Special Operations: Killzone forgoes the standard HQ choice, the following Skill and Wargear Upgrades represent a tremendous way to bring personality to the individuals in your Special Operations Group. These are designed to add flavor and uniqueness to your team, as well as to the characterful, cinematic narrative of the game itself. No model may have more than 25 points worth of upgrades (both Skill and Wargear combined). Walkers may not select any Skill upgrade and only the specific Wargear upgrades that state an exception. Note: for clarity, these upgrades have been articulated with an eye on the more human elements of the 41st millennium; please feel free to substitute an appropriate terminology for your own race.

Skill Upgrades An individual model may only select a single Skill upgrade; however, the following options may be taken an unlimited number of times per team. Walkers may not select any Skill upgrade. Blade Master: 10 points A team member with this ability will gain the Rending USR for all close combat attacks. The model may not be armed with a special close combat weapon.

Hard to Kill: 10 points The team member gains the Feel No Pain USR. Lightning Reflexes: 20 points A team member with this ability gains a 5+ dodge save from all shooting and close combat attacks. The dodge save is taken before his normal save; the model may use both saves to avoid damage from any attack.

Brawler: 5 points A team member with this ability gains +1S to his profile while in close combat.

Raider: 5 points A model with this skill upgrade enjoys the Hit and Run USR.

Crack Shot: 10 points A team member with this ability may re-roll any failed to hit or to wound rolls. The player must announce which will be re-rolled at the beginning of the shooting phase.

Resilient: 5 points The team member gains +1 to its Toughness.

Gunfighter: 10 points This skill increases the model’s rate of fire by one for one weapon per turn (e.g.: Assault 3 weapon into Assault 4) if the target is up to 12 inches away. This skill will also add one to the rate of fire at a target over 12 inches, provided the shooting model has not moved that turn. This skill may not be used with a Template or a Heavy weapon. (note: the skill will not affect special rules for the weapon, like Gets Hot!).

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SPECIAL OPERATIONS: KILLZONE - UPGRADES Wargear Upgrades Special Issue: The following four options may be taken once per team.

Limited Issue: The following four options may be taken twice per team.

Auspex: 10 points A team member with an Auspex forces his opponent to re-roll successful cover saves when the team member shoots. In addition, if the model carrying the Auspex did not move, it may confer the special rule to a single friendly model within 6 inches. The team member may not take an Auspex if it is carrying a Heavy weapon (Walkers may select this upgrade).

Penetrator Rounds: 10 points A model will re-roll all successful armor saves from shooting attacks made by a model with penetrator rounds. You may only use a weapon’s basic statistics, and may not stack Penetrator Rounds with other special ammunition. Models with a Heavy Weapon may not take penetrator rounds (Walkers may select this upgrade). Stealth Suit: 10 points Any infantry classed team member may take the Commando upgrade. The model gains the Stealth, Scout, and Move Through Cover USRs. The model may not have a Jump Pack, Bike, Jetbike, or a 2+ armor save.

Medipack: 15 points A team member with a medipack gains the Feel No Pain USR; in addition, one team member within 6 inches of the medipack may take a single Feel No Pain roll in each player turn. Smoke Grenades: 15 points A model with smoke grenades may throw them like any other grenade. Place a large blast marker once the hit location has been determined; any shots that draw LOS through the marker grant the target a 3+ cover save. The marker is removed at the end of the opposing player’s next turn.

Suspensors: 10 points A team member with a Heavy Weapon can have it fitted with suspensors; the model gains the Relentless USR, but may only fire up to half the weapon’s maximum range if he has moved. Targeter: 5 points A team member with a targeter adds +1 to all of his rolls to hit when shooting, provided that the team member has not moved in his turn (Walkers may select this upgrade).

Refractor Field: 15 points A Team Leader may take a refractor field and gain a 5+ invulnerable save.

Standard Issue: The following options may be taken an unlimited number of times per team. Assault Grenades: 2 points Team members armed with assault grenades count as being armed with Frag grenades –or the appropriate equivalent for your race (biomass projectiles for Tyranids, etc). Models in Terminator armor may not purchase assault grenades.

Close Combat Accessories: 2 points These can take the form of bayonets, knives, short swords, and sometimes even sharpened entrenching tools. A team member armed with close combat accessories will gain an additional close combat weapon in the Assault phase.

Defensive Grenades: 2 points Team members armed with defensive grenades count as being armed with the appropriate equivalent for your race. Models in Terminator armor may not purchase defensive grenades.

Thermal Imaging: 2 points Team members armed with the Thermal Imaging upgrade gain the Acute Senses USR during any turn in which Killzone Night Fight rules operate ie: add an additional 4 inches to their LoS range (Walkers may select this upgrade).

8

SPECIAL OPERATIONS: KILLZONE - GAMES Playing a Killzone Battle The manner and direction of gameplay you ultimately select, quite obviously, depends on you; however, we always encourage you to engage the game with a keen eye on the story that develops within it. For whichever method you choose, we can (and do) recommend the following basic methods to enter the Killzone experience:

The Basics

Pick a Game Size: You should prearrange the size and scope of the game by considering how many teams you would like to use in your Special Operations Group; we tend to play 250 point teams as standard, but have at times stretched this limit to include multiple teams within each Special Operations Group so that each player (or group thereof) controls multiple 250 point teams per side. In any event, we encourage you to expand (or to restrict) your forces with the same irreverent spirit that inspired Killzone from the beginning.

Night Fight: After all deployment and mission selection (described on the next pages), the player going first rolls a d6 and checks to see if the visibility for the mission will be impeded in any way:

The Table: We recommend that a standard Killzone Mission should be played on a 3ft by 3ft table for basic 1v1, or on a 4ft by 4ft table for full Special Operations Groups (ie: 2 or more teams per side); at least 50% of the tabletop should be covered in terrain -though we recommend loading the table with as much as possible.

Of course, the basic Night Fight mechanism requires some tinkering for these more intimate Special Operations encounters. Before any action on the first turn in which Night Fight takes effect, the player going first on that game turn rolls a d6. Visibility for that game turn is limited to d6+12 inches LoS range; this range lasts the entire game turn for all models and both players. All models outside that range are considered outside of LoS.

1: Dawn. Night Fight lasts for the first d3 turns. 2: Dusk. Night Fight begins at the opening of turn four and lasts until the game ends. 3-6: Normal Light. Conditions are such that there is enough ambient light of one sort or another to suffice for this mission.

Markers: After the table has been arranged and deployment decided, place three markers on the table. One marker will always be situated in the centermost point of the table. The center of the remaining two markers are placed 9 inches from that marker along an axis through the remaining no-man’s land (ie: either diagonally in a quarters deployment or across the center line in halves deployment). In either instance, the markers should split the distance between the zones. In any mission with reserves deployment, the player who goes first decides the axis.

At the beginning of each subsequent turn in which Night Fight has effect, players will alternate the d6+12 roll that decides visibility as appropriate. Modifiers: Acute Senses: please remove the current rule for this USR and instead add 4 inches to Night Fight LoS range for this model. Tau Black Sun Filter: remove the current rule for this USR and instead add 4 inches to Night Fight LoS range for this model. This bonus will stack with Acute Senses.

Each marker should be numbered either 1, 2, or 3 underneath its base (see mission for details), but placed randomly and without deliberation. This number will be revealed to both players the moment any marker is in base-to-base contact with a model.

Imperial Guard Search Lights: count as Acute Senses, and therefore add 4 inches to LoS range for this model only. This bonus does not stack with the Thermal Imaging wargear upgrade as the model cannot have Acute Senses twice.

There is always the possibility that these markers will be nothing more than empty decoys, but we encourage you to model something relevant and exciting just in case… as there is an equal possibility that these markers will, in fact, represent a focal point in the game. Before your full mission briefing, of course, you will not know for certain.

9

SPECIAL OPERATIONS: KILLZONE - GAMES Deployment The Primary Mission card will designate your deployment for each mission with a simple keyword (quarters, halves, reserves); these are described in greater detail below. Once you have identified your primary mission, roll off to determine who will deploy first. The highest roll may choose to deploy first or second but, again, must follow the parameters described in the primary mission; in almost every instance, the player that deploys first also goes first in each turn. Unless otherwise stated, Scout and Infiltrate moves operate as normal. Quarters: In a mission that calls for table quarters, the player deploying first will chose a standard table quarter and place all his appropriate models within a deployment zone created by measuring a 12 inch triangle extending along the both table edges from the corner. The opposing player will then place all appropriate models in the quarter diagonally across, also within a triangle 12 inches from the corner.

The fifth quarter: Please note that for the sake of this game, we divide the table into five quarters: one in each corner and a non-standard “fifth” in the middle of the table. The fifth quarter is always created by drawing a 6-inch radius from the center of the table. Various missions may require your Special Operations Group to push into any number of table quarters, so please keep in mind that each of the five quarters represents not only a viable deployment zone but also a potential victory condition.

Halves: In a mission that calls for table halves, the player deploying first will chose any table half and place all his appropriate models in that deployment zone no further than 6 inches from the table edge. The opposing player will then place all appropriate models in the opposite table half, again no further than 6 inches from the table edge.

Note: throughout this section and beyond, we will refer to the act of drawing cards; however, all the information on the cards mentioned herein has been included in this ruleset. If you do not have these cards available, please randomly select these with a d6 or d10 instead.

Reserves: In a mission that calls for reserves, all models begin the game off the table (though Deep Strike remains inoperable). At the beginning of each turn, roll individually for each model in your Special Operations Group. That model will arrive on a d6 roll of: 4+ on turn one, 3+ on turn two, automatically on turn three. Available models will then roll (again, individually) a second time to determine the manner of their entry. Reserves arrive as follows: 1: any table edge –opponent’s choice, but controlling player may still decide where on that edge. 2: the table edge left of the controlling player. 3: the table edge closest to the controlling player. 4: the table edge right of the controlling player. 5-6: any table edge –controlling player’s choice. A model must enter the table from a point at least 12 inches from an enemy model already on the table. If a model is unable to enter the game because of this restriction, it will be placed back into reserves and will roll again in the following turn.

10

SPECIAL OPERATIONS: KILLZONE - GAMES Missions

In order to represent strategic complexity of a Special Operations mission on the tabletop, we recommend the following dynamic approach to mission selection: Primary Mission: Before Deployment, players draw a single Primary Mission card. This card is played “face up” on the table, and each player will be working toward that primary objective for this mission. The Primary Mission is worth 6 possible Mission Points. Each Primary Mission card includes a description for partial success of that mission. Partial mission completion is worth 3 Mission Points.

Secondary and Tertiary Missions: After Deployment but before Scout and Infiltrate actions, each player then draws a single Secondary Mission card and a single Tertiary Mission card. These are kept confidential and only revealed at the end of the game when players calculate Mission Points and Victory Conditions (discussed in greater detail below). Secondary Missions are worth 3 Mission Points and Tertiary Missions are worth 1 Mission Point.

Note: The specific primary mission brief will describe in detail how one might achieve a partial success in any mission (e.g.: fulfilling all but one requirement, etc).

Callous Disregard: If a player chooses to do so, he may earn an additional Mission Point for any Secondary and/or Tertiary Mission by revealing the mission to his opponent before play has started. The bonus point will only be rewarded for a mission both revealed and completed. This is a rather bold gesture, reserved for those Special Operation Groups either uninterested in the subtle arts, or those too desperate to care.

A Desperate Gamble: At any point in the game, a player may discard the Tertiary Mission card and draw an additional Fate card. A player who does so will automatically forfeit any possible Mission Points for that Tertiary Mission.

Note: again, the following pages outline the specific objectives for primary, secondary, and tertiary missions. If you do not have cards available to select and generate those missions, please simply roll a d6 for each appropriate mission and record the results (secretly when necessary).

Fortune favors the brave. If you both declare and complete your Secondary and your Tertiary Mission (with the aforementioned level of callous disregard), you earn an additional Mission Point for being so extraordinarily brash. Otherwise, Secondary and Tertiary Missions should remain secret until the end of the game.

11

SPECIAL OPERATIONS: KILLZONE - GAMES Victory Conditions: In the murky world of Special Operations, the relative success or failure of a mission can be a difficult matter to measure. Often, rival teams will thwart an enemy’s primary objective only to discover that other valuable assets have been compromised, destroyed, coopted, or otherwise negated.

Ending the Game: Although individual Missions may have alternative triggers for concluding play, the following will almost always end the game, and should be considered the standard mechanism unless otherwise stated. There are two possible triggers to end the standard game: -After Four: After turn four, a game will begin to end if one player has completed the Primary Mission requirements; however, the game can only do so if that mission remains completed through the opposition’s next full player turn (allowing one final gasp at glory).

Victory can be measured according to the following chart: Condition: Primary Mission complete: or partial completion:

Note: in order to end a game, a mission must be complete for at least two consecutive player turns (thus might end mid game turn), and a game cannot end before the fourth turn unless one team has been tabled. If a player has been tabled to end the game, Mission Points are still only allotted for completed missions, no matter how brutally one trounces an opponent.

Mission Points: +6 +3

Secondary Mission complete: (and callous disregard)

+3 +1

Tertiary Mission complete: (and callous disregard)

+1 +1

double disregard

+1

The player with the most Mission Points at the conclusion of the game wins.

-After Seven: the game will always end at the conclusion of turn seven regardless of mission success or failure.

Note: In the elusive “perfect game,” a player may earn as many as 13 total Mission Points:

Kill Points: A few missions will require that you calculate Kill Points to help determine the relative success of a mission. Before a game, we recommend that you record the “original value” of your team and keep a note of this number on your roster where you may reference it easily if called upon to do so.

(+6 for Primary Mission, +3 for Secondary Mission, +1 for Callous Disregard, +1 for Tertiary Mission, +1 for Callous Disregard, +1 bonus for double Disregard = 13 Mission Points). We have yet to see it happen.

Every model has a Kill Point value, which can be determined by using this (quite simple) dynamic: move the decimal point over and round up. For example: if the total value of a model is 1-10 = 1 Kill Point, 11-20 = 2 Kill Points, 21-30 = 3 Kill Points, and so on to a maximum of 8 Kill Points.

“-gotta say, we wasn’t finking about holdin’ til the fleet came. We wasn’t finking about much beyond the mud and the feth and the whereabouts of our next set of ration bars. Greenies don’t like our food, see. So it was all just out there... waiting. Only problem was, there was this couple of thousand Orks and, to them, WE was the food.”

Your team earns KPs for each enemy that is violently removed from play. You do not earn KPs for models that flee, are fleeing, or are otherwise removed from the table.

-Veteran Guardsman Pullo, 31st Hadeshive

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SPECIAL OPERATIONS: KILLZONE - GAMES Primary Missions: 1. Kill Points You must destroy the enemy’s Special Operations Group. Each enemy model has a Kill Point value, which can be determined by using this (quite simple) dynamic: move the decimal point over and round up.

4. Reconnaissance Your team has a scouting obligation. The more reconnaissance you can perform in the field, the better. Your team must end the game with at least one model in four of the five possible table quarters (see “the fifth quarter”). Any individual model may only ever claim a single quarter.

Record the KP value for each model you destroy. As usual, your team only earns KPs for each enemy that is violently removed from play.

Partial Completion: if a team ends the game with a model in three of the five table quarters. Deployment: Quarters

A team that reduces the enemy to below one quarter its original Kill Points successfully completes this mission. Partial Completion: if a team reduces the enemy to below one half its original Kill Points. Deployment: Quarters, Halves

5. Withdrawal Two Special Operations Groups have found themselves on the wrong end of no-man’s land and must strategically withdraw from their respective missions.

2. Sweep and Clear With this sweep and clear order, your team must clean a path for the next wave.

Each team must get half of its original Kill Points value into the enemy’s deployment zone.

Markers are set up and interact with secondary missions as usual; however, they are not fixed. Upon contact with a marker, a model will lose all remaining movement that player turn. Subsequently, an unencumbered model may move a marker up to 6 inches in any player turn. If that model is killed, the marker falls directly underneath his base. All else remains as normal.

Partial Completion: if a team ends the game with all models out of its deployment zone but only one quarter of its original Kill Points in the enemy zone. Deployment: Quarters, Halves

In order to complete this mission, you must bring at least one marker completely into your deployment zone.

6. Ambush The intelligence was flawless, but the ambush has gone to hell. The combat zone has turned into a free-for-all.

Partial Completion: if any two markers end the game completely within your table half. Deployment: Halves

The Attacking player goes first, begins in reserve, and must end the game with a quarter of its original Kill Points value inside the fifth quarter.

3. Capture and Control Your team must capture and control a vital area in no-man’s land; it is imperative that you both hold this area and keep it free of enemy interference: think king of the hill.

The Defending player deploys second, places all appropriate models within the fifth quarter, and must end the game with a quarter of its original Kill Points value within 6 inches of any table edge. Partial Completion: none -it’s all or nothing. Deployment: Fifth Quarter, Reserves

You must bring all surviving models into the fifth quarter and remove all enemy models from the same in order to successfully complete this mission. Partial Completion: if a player ends the game with all surviving models in the fifth quarter but does not control it. Deployment: Reserves

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SPECIAL OPERATIONS: KILLZONE - GAMES Secondary Missions: 1. Munitions One marker represents a cache of munitions that must be destroyed.

4. Transmitter You must hold the high ground in this sector in order to set up a beacon transmitter.

If an unencumbered model in base-to-base contact with the objective marker reveals marker 1, it has found the munitions, which will explode at the end of the next full game turn (after contact).

When the game ends, you must hold the highest non-impassible level of terrain on the table, with no enemy models within 3 inches (or one level). If two or more pieces of elevated terrain are of equivalent height, the one with the largest footprint/base is the objective. If there is still a tie, the qualifying piece of terrain that is closest to the center of the table is the objective. If there is still a tie, any one qualifying piece will fulfill the objective (cardholder’s choice).

The explosion is centered on the objective marker: S6 AP-, Large Blast. The munitions must explode before the end of the game in order to successfully complete this mission objective (all the better if the explosion causes the end of the game). 2. Standard Template Construct One marker represents an invaluable component for a standard template construct; as such, your team has an astonishing opportunity, and you must get your hands on a construct component in order to learn what you can while you may.

5. Lead from the Front Morale within your Special Operations Group has suffered recently. Each member of your Special Operations Group looks to the team leader for an unspoken, unquantifiable boost. It is time to lead by example. Your team leader must survive the game, inflict two wounds, and end closer to an enemy model than any friendly model in order to successfully complete this mission objective.

If an unencumbered model in base-to-base contact with the objective marker reveals marker 2, it has located the STC. In order to complete this mission, one member of your team must end the game in base contact with the marker. No other model may be in contact with the marker.

6. Reverse Engineering Secretly identify and record one enemy model carrying either a Template, Incisive, Suppressive, or Heavy weapon other than the team leader. Command has issued orders to recover a specific piece of enemy wargear from that individual in order to reverse engineer it.

3. Intelligence Cache One marker represents a vital intelligence cache from which you must upload information.

This model must be killed in Assault in order to successfully complete this mission objective.

If an unencumbered model in base-to-base contact with the objective marker reveals marker 3, it must remain in contact with that marker for one full game turn. The model may shoot during the upload process (game turn), but may not move or engage in close combat. Collection completes the mission objective even if the model in question is later eliminated from the game.

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SPECIAL OPERATIONS: KILLZONE - GAMES Tertiary Missions: 1. Just Breathe, Rookie Secretly mark one model from your Special Operations Roster other than your team leader. This is the Rookie. Even among an elite Special Operations Group, someone has to be the “new guy.” Your job is to keep the Rookie alive until he gets some experience under his belt.

4.Vendetta Secretly mark one model from your Special Operations Roster other than your team leader. This model enjoys a profoundly personal grudge against the enemy Special Operations Group and will stop at nothing to grind this Vendetta under his heel.

This model must survive the game in order to successfully complete this mission objective.

Keep close track of the Kill Points value for each enemy model specifically killed by this individual. This model must kill twice his own value in Kill Points to successfully complete this mission objective.

2. Traitor Secretly identify and record one enemy model other than the team leader. This model is the Traitor; he is an extremely important sleeper agent within the enemy’s ranks, and you must keep him alive for future activation.

5. Sabotage Your team has been monitoring enemy activity and may have found a way to sabotage an unguarded target of interest.

Although an enemy nonetheless, the Traitor must survive the game in order to successfully complete this mission objective.

In order to successfully complete this mission, you must destroy two objective markers (with the following profile: T5 W2) not including any marker relevant to your own primary and/or secondary mission objective this game.

3. Vaingloryhound Secretly mark one model from your Special Operations Roster other than your team leader. This is the glory hound; this model has been feeling a bit headstrong lately, perhaps a bit too much so.

6. Culprit Secretly identify and record one enemy model other than the team leader. This model carries an important token rightfully belonging to your army; he is known as the culprit.

Keep close record of each wound inflicted by your team members. The glory hound must exceed the tally of wounds caused by any other model on your team (including the team leader) in order to successfully complete this mission objective.

You must kill the culprit and reclaim the token from the point where he fell. If you reclaim the token, you may carry it with no movement penalty either for collection or after. If any subsequent model is killed while holding the token, the token remains in play and can be retrieved by either side. One member of your team must be holding the item when the game ends to successfully complete this mission objective.

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SPECIAL OPERATIONS: KILLZONE - CARDS Fate: These cards are designed to add a statistically improbable, but appropriately cinematic, element to a Killzone game. They are not necessarily balanced, and are deliberately designed to offer your team an improbable boon in the grand, heroic Hollywood tradition. Each player selects a single card for every team in his Special Operations Group immediately after deployment but before the beginning of play. If you do not have cards available, generate your Fate by rolling a d10 and secretly recording the results. Most Fate cards have some element of restriction as to when that card can be revealed. Pay close attention, as these often mimic the fickle nature of Fate. These cards will invariably influence crucial events in the game -and we recommend you do so with an appropriate dramatic finesse. 1. Get down now! Select one model (either from your team or your opponent’s). This model must immediately “go to ground” without making a pinning test.

6. Fickle Fortune The moment you play this card, one individual model from your team may “borrow” a single Universal Special Rule or skill upgrade from any enemy model on the table; the enemy model may not benefit from this USR for the active period of this card, which lasts for the equivalent of one entire game turn (ie: two player turns including the one in which the card becomes active).

You may reveal this card at the beginning of either player turn. 2. Poison The moment you play this card, one model’s close combat weapon gains the characteristic Poison (2+) for a single Assault phase.

You may reveal this card at any moment in your player turn.

This card may be revealed during any Assault phase in the game.

7. Bullet time Once revealed, this card forces a single enemy model to re-roll all successful wounds from any attacks that he makes for one phase (either the Shooting or Assault phase, but not both).

3. Adrenaline Rush The moment you play this card, one model of your choice benefits from the Fleet Universal Special Rule for one turn.

This card can be played during any phase in either player turn

You may reveal this card at any moment in your player turn: Movement, Shooting, or Assault.

8. Die, you git The moment you play this card, one model from your team may re-roll any/all of its failed rolls to wound in a single phase (Shooting or Assault). You may only re-roll any given result once –so this card may not be used to re-re-roll a failed result.

4. I’m the best at what I do When you activate this card, a single model from your team gains the Furious Charge Universal Special Rule for the remainder of your player turn. You may reveal this card at any moment in your player turn.

This card may be revealed at any point in either player turn.

5. You keep using that word… The moment you play this card one individual model from the opposing team loses a single Universal Special Rule or skill upgrade for the equivalent of one entire game turn (ie: two player turns including the one in which the card becomes active).

9. No Surrender The moment you play this card, your team (or any single member therein) may re-roll a Morale or Leadership Test. This card may be revealed at any necessary, worthwhile point in the game.

This card may be played during any phase of either player’s turn.

10. Trump Once revealed, this card will automatically negate the effect of a Fate card played by your adversary.

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SPECIAL OPERATIONS: KILLZONE - CARDS Cards These cards are designed to add a supplemental bit of fun to your Killzone experience. They are optional, as all the information contained in these cards is also already available to you in this book. If, like us, you enjoy an extra ounce or two of character, fun, and frivolity in your gaming experience, we highly recommend picking up a set. We have provided a few examples below, but you are free to explore other options. To that end, we have taken a liberty of including several blank cards in the set so that you might create your own Mission and/or Fate cards to suit your specific games and/or campaigns. Enjoy. As an aside, we presume that players using these cards will do so in good faith and not try to exploit any ambiguities.

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SPECIAL OPERATIONS: KILLZONE - ALT Alternatively What follows are some alternative rules to further indulge the ambitious but free-spirited impulses that started Special Operations: Killzone rolling in the first place. The following additional and/or alternative ideas do not constitute “core” Killzone rules, but the ideas are compelling and we would feel remiss if we failed to include them here. Please have a bash at one or more of the following as an alternative to your standard Killzone gaming -just make sure that your opponent is on the same page (literally and figuratively). Moreover, we encourage you to discover your own methods for tinkering with the rules, and to share those ideas with us if you please. Alternate Phases: a fair few playtesters have experimented with the idea of breaking the turn down into alternating sub-phases, during which each player performs all actions appropriate to that phase before moving forward to the next one. As such, the turn is broken down into the standard turn components (Movement, Shooting, Assault), but each player.

Overwatch: you may find an odd situation in which a model could remain on Overwatch through two sequential enemy player turns (due to priority). If this happens, the Overwatch model may shoot in the second enemy player turn, provided that there is a viable target and that he has not already taken himself out of Overwatch by shooting.

In this instance, we recommend that you fold charge moves directly into the movement phase (as with running). Moreover, we also recommend that both players still fight close combat encounters in their respective assault phase, as normal per game turn.

After priority has been decided, the controlling player signals that his model intends to remain in Overwatch through this subsequent turn by leaving the Overwatch marker in place. If a model opts to continue in Overwatch, he treats the entire turn as if he elected to engage Overwatch in his own player turn as normal; he cannot, therefore, perform any action in his player turn.

For example: in a new turn, player one performs all his movements for that turn as normal; however, player two will then immediately perform all of his movement actions for that turn, both including run and charge moves. After this has been completed, player one will then proceed to the Shooting phase, followed immediately by player two. Player one then rolls all assaults, with all resolutions concluded, before Player two enacts another subsequent Assault phase to its natural conclusion.

If the marker is removed after priority of the second game turn, the model may treat his player turn as normal. The Overwatch marker must be removed before the enemy models have moved in order to do so. For example: a model goes into Overwatch in the first half of game turn 1. He does not shoot during the enemy’s portion of turn 1, so his Overwatch status has not been negated. The enemy wins priority for game turn 2 and decides to go first. The player controlling the model in Overwatch must decide immediately to either leave or remove the Overwatch counter. If the counter remains, the model may shoot in the enemy portion of turn 2, but doing so will be the sum of his actions for that game turn.

Priority: the player that deploys first enjoys Priority for the first turn. After that, each player rolls a d6 at the beginning of the turn to see who has Priority for that turn. The winner of the die roll may choose to go first or second in the current game turn. If the die roll is a tie, Priority goes to the person who went second in the previous turn.

Defensive Fire: In a situation like the one described above, in which a single player enjoys two sequential player turns due to the happenstance of Priority, a model armed with a Pistol may qualify for a special Defensive Fire attack.

Up and at them: once per game, a player may automatically “steal” priority if (and only if) the opposing player has won priority two turns consecutively. The stolen priority prevents one player from dominating two sequential turns.

If a model with a Pistol is assaulted in the enemy’s second consecutive turn due to Priority, it may fire at one assaulting model with a -1 to hit modifier.

18

CONTRIBUTOR’S CREDITS: The following people have contributed to this document for no reason other than their love of the hobby and their desire to make a skirmish game the way they would like to play it. We would like to thank everyone for their boundless energy and enthusiasm for this project. Authors: Big Jim from Galaxy in Flames (galaxyinflames.blogspot.com) Brian from A Gentleman’s Ones (agentelmansones.blogspot.com/) Skarvald the Troll-faced and Frozencore Joe from Wolves for the Wolf God (wolvesforthewolfgod.blogspot.com/)

Karitas from Excommunicate Tratoris (excommunicatetratoris.blogspot.com/) Menzies from the 512th Cadian (cadian512.blogspot.com/) Jabber Jabber from Warpstone Flux (warpstoneflux.blogspot.com/) Sons of Taurus from Sons of Taurus (sonsoftaurus.blogspot.com/)

Contributors:

Counter Fett from All Things Fett (counterfett.blogspot.com/)

Magilla Gurilla from Table Top War (tabletopwar.net/)

Geoff from The Independent Characters (theindependentcharacters.com/blog/)

Justin Morgan

Tim from Tau of War (tauofwar.blogspot.com)

Merlin Havlik AJ/Bestia from the Imperial Truth podcast (theimperialtruth.blogspot.com/)

as well as... Luke Licens, Master Bryss, Entropomancer, War009, and Marko

SPECIAL OPERATIONS: KILLZONE - SUMMARY Team Structure 250 points limit. 5-20 models total. No model may exceed 80 points (including upgrades), and no model may have more 25 points of upgrades.

Deployment Quarters: 12 inch triangle from corner.

Team Leader: No Heavy Weapons; model gains +1W if only has one in base statistic; if model has more than 1W, gains +1A instead.

Reserves: each model rolls individually: 4+ on turn one, 3+ on turn two, automatically on turn three.

Standard Restrictions: a team is limited in the number of models with the following attributes: 0-2 2+ armor save 0-2 3 wounds 0-2 3+ invulnerable saves 0-2 Jump Infantry 0-2 Bike/Jetbike, and/or Cavalry/Beasts designation Weapon Restrictions: a team may field the following number of non-standard weaponry: 0-3 Template - designated Template 0-3 Incisive - with AP2 or lower 0-3 Suppressive - with 3 or more shots, and/or 0-3 Heavy weapons - designated Heavy. Unique Models: Models listed as Unique in their unit composition may not be used. Wound Limit: No model may have more than 3 wounds in Killzone. Toughness: No model may have a base Toughness statistic greater than 5. Vehicles: No vehicles allowed except a single Walker per team, and only if it has an armor rating of 33 or less.

The Table Markers: After the table has been arranged and deployment decided, place three markers: one at the centermost point, and the other two 9 inches along an axis through the remaining no-man’s land. In either instance, the markers should split the distance between the deployment zones. Night Fight: After all deployment and mission selection, player going first rolls d6 to check visibility: 1: Dawn. Night Fight lasts for the first d3 turns. 2: Dusk. Night Fight begins turn four until end. 3-6: normal light. Visibility for game turn limited to d6+12, for all models and both players. Players alternate as appropriate. Specific modifiers will add 4 inches only to that model’s visibility.

Halves: 6 inches from the table edge.

1: any table edge –opponent’s choice. 2: the table edge left of the controlling player. 3: the table edge closest to the controlling player. 4: the table edge right of the controlling player. 5-6: any table edge –controlling player’s choice. The fifth quarter: 6-inch radius from the center.

Ending the Game After Four: after turn four, a game will end if one player has completed the Primary Mission requirements, but only after the opposition’s next full player turn. If the Mission remains complete, the game ends immediately. After Seven: a game will always end at the conclusion of turn seven regardless of mission success or failure.

Primary Mission 1. Kill Points 4. Reconnaissance 2. Sweep and Clear 5. Withdrawal 3. Capture and Control 6. Ambush Secondary Mission 1. Munitions 4. Transmitter 2. Template Construct 5. Lead from the Front 3. Intelligence Cache 6. Reverse Engineering Tertiary Mission 1. Just Breathe, Rookie 4. Vendetta 2. Traitor 5. Sabotage 3. Vaingloryhound 6. Culprit

Mission Points Primary complete: +6 MPs partial: +3 MPs Secondary complete: +3 MPs (and callous disregard) +1 MPs Tertiary complete: +1 MPs (and callous disregard) +1 MPs

SPECIAL OPERATIONS: KILLZONE - SUMMARY General Game Changes

Area Terrain: Any forest or jungle area terrain will block LOS to a target if there are four or more inches of area terrain between the target and the shooting model. Army of Heroes: Each model in Killzone acts as a unit of one; however, no single model may exceed 80 points (including upgrades). All models in Killzone count as scoring units. No Deepstriking: No model may teleport or deepstrike in Killzone, unless the scenario specifically allows it. Area of Effect: Any friendly model within 6 inches of a model with an Area of Effect item or ability gains the benefits from the item. Pinning: a wound from a weapon with pinning test causes all models within 6 inches to make pinning test. Natural: a roll of 1 always misses, and a roll of 6 always hits.

The Turn

Sequence: The turn sequence works as in standard 40K.

Movement Phase

Moving in Terrain: difficult terrain reduces movement to 4 inches. Models with the USR Move Through Cover ignore terrain movement penalties. Running: (movement phase) model adds 4 inches to movement rate for any run move; a model that runs may neither shoot nor assault unless it has the Fleet USR. Jump Infantry may run 4 inches after using their special jump move. Overwatch: (movement phase) only action the model may perform in its turn. Mark the model to delineate clearly its 180 degree fire arc. Any weapon that is not a Pistol may engage Overwatch. A model on Overwatch may make a normal shooting attack in the enemy’s turn if and when an enemy appears within its 180 degree fire arc. If shooting at a target further than 12 inches, the model suffers a -1 modifier to its BS. Any shots over 24 inches suffer a -2 modifier to its BS. Models armed with Sniper weapons ignore BS modifiers. The controlling player chooses when to fire.

Shooting Phase

Killzone: hits allocated to other enemy models within 3 inches of the primary target model are in the Killzone and are eligible secondary targets. The shooting player must announce if he is going to implement a Killzone before any dice are rolled. The first hit is always against the primary target; any subsequent hits are allocated one per model by the owning player to the secondary targets within the Killzone. The owning player must allocate at least one hit to each available target before doubling. Grenades: (shooting phase) Grenades all count as Assault 1 weapons. As blast weapons, grenades will scatter; however, to determine scatter simply roll the directional die and flip the template over its own edge in the appropriate direction (as with barrage weapons). Defensive grenades are S3 AP- and use the small blast template. All models hit by a defensive grenade must take a Pinning test. Assault grenades are S4 AP- and use the small blast template. Anti-armor grenades are S6 AP3 and have no blast; they do not scatter if they miss.

Assault Phase

Who Can Fight: Models must be in base contact to fight in an assault; ignore the standard 2 inch rule. Assault Moves Through Cover: Infantry models move 4 inches and Beast/Cavalry move 8 inches. Reactive Assault: (Leadership test) friendly models within 4 inches of an assaulting enemy model may choose to counter assault in aid of their comrade: may then move 4 inches into base contact with an assaulting enemy model; no +1A for assault unless model has Counter Attack USR. Ignore difficult terrain but not dangerous terrain. A model in Overwatch may not reactive assault. Consolidation: Do not roll for consolidation distances; consolidating models may move up to 4 inches, which is not modified by terrain.

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